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Which daily to use when in groups?

cesmode8cesmode8 Member Posts: 384 Bounty Hunter
edited May 2013 in The Temple
Hi,
Just curious what you cleric pros use as your daily abilities when in groups?

I've been using hallowed ground and Flame strike. One support(power and defense boost) and one offensive ability. I was thinking of putting in Guardian Angel instead of flame strike, but having a pure heal and a support...doesn't make much sense to me. Id probably use guardian angel most of the time then.

Thoughts on daily abilities?
Post edited by cesmode8 on

Comments

  • kiraliakiralia Member Posts: 383 Arc User
    edited May 2013
    Hallowed ground, always, hardly any point in any of the others.
  • zingarbagezingarbage Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    The 30% extra damage from hallowed for 18 seconds is kind of strong, not to mention the defense boost.
    [SIGPIC][/SIGPIC]
  • quttidebachiquttidebachi Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 110 Bounty Hunter
    edited May 2013
    yep Hallowed Ground all the way with paragon points put into Moontouched, no need for anything else. I slot Flamestrike also for clearing trash up to the boss.
    Qutti'Debachi - Cleric
    <Rarely Sober> - Beholder
  • nvmbanelingsnvmbanelings Member, Neverwinter Beta Users Posts: 0 Arc User
    edited May 2013
    hallowed ground, divine armor or flamestrike.
  • wildrage777wildrage777 Member Posts: 4 Arc User
    edited May 2013
    As has been said, Hallowed Ground + Moon Touched and Flamestrike.
  • laccottelaccotte Member Posts: 12 Arc User
    edited May 2013
    zingarbage wrote: »
    The 30% extra damage from hallowed for 18 seconds is kind of strong, not to mention the defense boost.
    It's actually 35%, base 25%
    even more OP
  • nvmbanelingsnvmbanelings Member, Neverwinter Beta Users Posts: 0 Arc User
    edited May 2013
    laccotte wrote: »
    It's actually 35%, base 25%
    even more OP

    plus if you have moontouched, it applies foresight when you have the talent active.

    that's 46% damage reduction, assuming it stacks additively.
  • realr3sistancerealr3sistance Member Posts: 191 Bounty Hunter
    edited May 2013
    Hallowed Ground, once you get moontouched it outshines pretty much every other daily since it heals 1~5% of everybody's Max HP every 3 seconds. Can't say I've tested it's duration/number of ticks but if it is 18 seconds that's around 5~7 ticks (depending on exactly how it works) which is between 25~35% of Max HP with 5 points in moontouched... very very overpowered.

    If you were to go down a different route for feats then perhaps one of the others maybe preferable but I see most people go down that specific route for a few reasons. A 4th pip for Divine is very helpful.
    that's 46% damage reduction, assuming it stacks additively.

    I don't believe it does stack in that fashion but I could be wrong; It does stack but I just don't think it stacks like that.
  • jarlax1jarlax1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 68
    edited May 2013
    I like to stack divine sheild with AS for an invincible group. Plus if you use DS when party members are at 50% it will add so much temp hps they get topped off like an emergency heal then grant lots of defence that stacks with AS. HG is good as well but I find DS more useful for my tank cleric play style and build
  • alandoril1alandoril1 Member Posts: 116 Arc User
    edited May 2013
    Over-powered? No. It's actually useful.
  • rayni250rayni250 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    cesmode8 wrote: »
    Hi,
    Just curious what you cleric pros use as your daily abilities when in groups?

    I've been using hallowed ground and Flame strike. One support(power and defense boost) and one offensive ability. I was thinking of putting in Guardian Angel instead of flame strike, but having a pure heal and a support...doesn't make much sense to me. Id probably use guardian angel most of the time then.

    Thoughts on daily abilities?

    I thought I'd just point out that I personally didn't use HG until I had the points into it for the heal, if you are pure heals it might be better for you to use the heal/damage one from early on in the tree, that's what I did while leveling with my husband who rolled a trickster.
  • realr3sistancerealr3sistance Member Posts: 191 Bounty Hunter
    edited May 2013
    alandoril1 wrote: »
    Over-powered? No. It's actually useful.

    If something wasn't useful it wouldn't be overpowered, no?
  • beldukilbeldukil Member Posts: 41
    edited May 2013
    alandoril1 wrote: »
    Over-powered? No. It's actually useful.

    It only seems overpowered because so few of our powers are useful.
  • yargnityargnit Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    I've always been a big Hallowed Ground proponent myself, but yesterday a couple people I run with were saying they prefer the huge temp HP from Divine Armor so I re-specced to that. Unfortunately temp HP isn't a parse-able stat so I can't really say exactly how the two directly stack up in effectiveness overall.

    I'd love to get other people's opinion/thoughts on this though.
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